// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Graphics.Containers; namespace osu.Game.Screens { public abstract class OsuScreen : Screen { internal BackgroundScreen Background { get; private set; } /// /// Override to create a BackgroundMode for the current GameMode. /// Note that the instance created may not be the used instance if it matches the BackgroundMode equality clause. /// protected virtual BackgroundScreen CreateBackground() => null; internal virtual bool ShowOverlays => true; protected new OsuGameBase Game => base.Game as OsuGameBase; private readonly Bindable beatmap = new Bindable(); public WorkingBeatmap Beatmap { get { return beatmap.Value; } set { beatmap.Value = value; } } private void beatmap_ValueChanged(object sender, EventArgs e) { OnBeatmapChanged(beatmap.Value); } [BackgroundDependencyLoader(permitNulls: true)] private void load(OsuGameBase game) { if (game != null) { //if we were given a beatmap at ctor time, we want to pass this on to the game-wide beatmap. var localMap = beatmap.Value; beatmap.BindTo(game.Beatmap); if (localMap != null) beatmap.Value = localMap; } beatmap.ValueChanged += beatmap_ValueChanged; } protected virtual void OnBeatmapChanged(WorkingBeatmap beatmap) { } protected override void OnEntering(Screen last) { OsuScreen lastOsu = last as OsuScreen; BackgroundScreen bg = CreateBackground(); OnBeatmapChanged(Beatmap); if (lastOsu?.Background != null) { if (bg == null || lastOsu.Background.Equals(bg)) //we can keep the previous mode's background. Background = lastOsu.Background; else { lastOsu.Background.Push(Background = bg); } } else if (bg != null) { AddInternal(new ParallaxContainer { Depth = float.MaxValue, Children = new[] { Background = bg } }); } base.OnEntering(last); } protected override bool OnExiting(Screen next) { OsuScreen nextOsu = next as OsuScreen; if (Background != null && !Background.Equals(nextOsu?.Background)) { if (nextOsu != null) //We need to use MakeCurrent in case we are jumping up multiple game modes. nextOsu.Background?.MakeCurrent(); else Background.Exit(); } return base.OnExiting(next); } } }